### Dungeon World Character Class Structures Source: https://context7.com/agude/dungeon-world-markdown/llms.txt Defines the base structure for character classes in Dungeon World, including Hit Points (HP), Damage dice, and key starting moves. Each class follows this pattern with unique abilities. ```markdown # Fighter - Armored Warrior Base HP: 10 + Constitution Damage: d10 Key Starting Moves: - Bend Bars, Lift Gates: Roll+Str to use pure strength, on 10+ choose 2, on 7-9 choose 1: * It doesn't take very long * Nothing of value is damaged * It doesn't require loud effort * You can fix it back the way it was - Armor Mastery: Ignore clumsy tag on armor you wear - Signature Weapon: Choose a weapon and define its qualities with tags # Wizard - Master of Arcane Arts Base HP: 4 + Constitution Damage: d4 Key Starting Moves: - Spellbook: Contains all spells you know - Prepare Spells: Each morning, choose spells to prepare equal to your Int - Cast a Spell: Roll+Int to cast a prepared spell 10+: spell is cast, retain it 7-9: spell is cast, choose one: * Draw unwanted attention or put yourself in a spot * Spell has reduced effect * Lose the spell, can't cast again until you prepare 6-: Still happens, but with serious consequences - Ritual: Given time and safety, cast any spell as a ritual (GM tells you requirements) # Cleric - Divine Champion Base HP: 8 + Constitution Damage: d6 Key Starting Moves: - Deity: Choose a deity and domains (e.g., Knowledge and Light) - Divine Guidance: Choose alignment and get communion with deity - Turn Undead: Roll+Wis, on hit undead flee, on 10+ they flee terrified - Commune: Get divine answers, but deity wants something in return - Cast a Spell: Like wizard, but with divine magic from your deity # Thief - Cunning Rogue Base HP: 6 + Constitution Damage: d8 Key Starting Moves: - Trap Expert: Roll+Dex to detect/disarm traps - Tricks of the Trade: Pick locks, pick pockets, disable alarms - Backstab: When you attack a surprised or defenseless enemy, add +1d6 damage - Flexible Morals: Choose 1 extra option on Parley even on 6- # Ranger - Wilderness Hunter Base HP: 8 + Constitution Damage: d8 Key Starting Moves: - Hunt and Track: Roll+Wis to follow a trail - Called Shot: On Volley 7+, choose one extra option: * Deal +1d4 damage * Disarm them * Pin them - Animal Companion: You have a loyal animal companion with its own stats and instinct # Bard - Performer and Jack-of-All-Trades Base HP: 6 + Constitution Damage: d6 Key Starting Moves: - Arcane Art: Perform to grant allies bonuses or effects - Bardic Lore: Choose an area of expertise, get +1 when spouting lore on it - Charming and Open: When you Parley with someone, on 7+ you also learn one secret - A Port in the Storm: Never lack for food, shelter, or an audience in civilized places # Paladin - Holy Warrior Base HP: 10 + Constitution Damage: d10 Key Starting Moves: - Lay on Hands: Touch someone and heal them = your level - Armored: Ignore clumsy tag on armor - I Am the Law: When you give an NPC an order based on your divine authority, roll+Cha - Quest: Your deity gives you quests; completing them grants power # Druid - Shapeshifter of the Wild Base HP: 6 + Constitution Damage: d6 Key Starting Moves: - Born of the Soil: Choose your land (e.g., forest, mountains) and gain related move - By Nature Sustained: Don't need to eat/drink if your land is nearby - Spirit Tongue: Speak with animals of your land - Shapeshifter: Hold 1 or 2, spend to take animal form with chosen abilities ```